Aesh's HC-Waterdeep: Dragon Heist [5e Adventurers League] - Fall Table (Inactive)

Game Master Tareth

Welcome to Waterdeep, the Crown of the North, where a wondrous tale of urban adventure is about to unfold.


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Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

Rakdon having a speech impediment, will just aid the highest person diplomacy: -1 + 1d20 ⇒ -1 + (8) = 7


LG Human Rogue 2 | HD 2/2 | Insp. 0/1 | Effects: None
Combat:
Shortsword +5 (1d6+3) | Shortbow +5 (1d6+0)[20/20 | Dagger +5 (1d4+3) | Sneak Attack 1d6

Gramm tracks down some informants and shakes them down.

Charisma(Investigation): 1d20 ⇒ 12

Grand Lodge

MACROS | RPG Chronicles | Slides

Assuming, you split up, maybe in pairs? Those that need to take a short rest, I will say that this information gathering counts as a short rest.

Dacknar and Kaine come back to your prearranged meeting place, having tracked the kidnappers to an entrance to the sewers a couple of blocks South of the warehouse.

By now it is late night, close to the midnight bell. You all know that going into the sewers even in the daylight will be dark and those of you without darkvision are going to need some kind of light source.

How would you like to proceed, and are you taking any precautions (marching order, etc.)?


| HP: 26/26 | AC 14 | Init: +3 | Saves: Str +1, Dex +3, Con +2, Int +0, Wis +1, Cha +5 | PP 11 PI 11 | Spell Slots 2/2 |Concentration: - | HD 3/3

Short Rest HD: 1d8 + 2 ⇒ (5) + 2 = 7

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

Rakdon will take the front line having darkvision and being the tanky fighter. He moves slowly stealth: 5 + 1d20 ⇒ 5 + (19) = 24


HP: 94 (94) | AC: 30; T: 16; FF: 26 | Init +3 | Fort: +8; Ref: +13; Will: +12 (+2 with Heroism) | Perception: +22 (+2 with Heroism; Darkvision 60') | SR Check: +12 Spells/Day: 7 (7) / 4 (7) / 6 (6) / 3 (4) / 2 (2) | Bardic Performance Rounds: 33 (33) |
Current Spell Effects:
Heroism, Heroe's Feast (+2 to save vs. poison and fear)

Pairing up makes sense to me.

"So, we're gonna need some light, but we'll want it to be something small and controlled, like a lantern. I'll take point, since I'm used to dealing with these types and, to be honest, you lot make fantastic targets due to your lack of noise discipline."


LG Human Rogue 2 | HD 2/2 | Insp. 0/1 | Effects: None
Combat:
Shortsword +5 (1d6+3) | Shortbow +5 (1d6+0)[20/20 | Dagger +5 (1d4+3) | Sneak Attack 1d6

Sounds like we have our front covered. I'll head up our rear. Keep an eye our for any pursuers.


"Hmmm, yes, light would be helpful. Now, I'm not bad with- What did you call it Kaine? Ah yes, 'noise discipline.' So perhaps I should scout ahead of Rakdon? That being said, I can see in starlight, but complete darkness... So I'd need a light. Then I guess my question is: Light, or noise, which is worse for us?"


M High Elf Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

"Let me go, I might be th' best at sneakin' in wit' out light."


Female Half-Elf Bard 3 - HP: 18/18 | AC:13 | Init: +2 | Per: 13 | PB: +2

Able to see reasonably well in the dark due to the elven blood from her father, Annett doesn't bother with a lantern or torch. Instead she is sure to find her chalk, rope, and other tools that could come in handy while scurrying around in the depths beneath the streets.

Once the group is set to go, she finds a spot in the middle of the pack being neither too sneaky or noisy.


M High Elf Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

Dacknar stays in the back with Gramm. He pull out his two hand axes in-case the fighting area become tight underground.


"Wait, Dacknar, didn't you say you wanted to be in the front? What are you doing in the back?" asks Unmei before they set out.

Sorry, I'm confused.


M High Elf Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

It looks like two people wanted to be up front before I posted the first time, so I will just stay back with Gramm

shrugging his shoulders "It looks like others wants t' be up front, so I shall hang back."

Grand Lodge

MACROS | RPG Chronicles | Slides

So to be clear, Kaine & Rakdon first? Then Unmei, Took, and Annett in the middle, a little ways back, then Gramm and Dack bringing up the rear?

Kaine, do you have a way to see in the dark? If not, you will need a light source. It is pitch black down there.


Works for me.


Female Half-Elf Bard 3 - HP: 18/18 | AC:13 | Init: +2 | Per: 13 | PB: +2

Looks good.

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

I guess we are still waiting on Kaine's response. He is human, so I'd so no.

Grand Lodge

MACROS | RPG Chronicles | Slides

Maybe a hooded lantern with the hood lowered, or a candle, could work well enough...

I will try to put up a post later today... maybe at lunch HST.

Grand Lodge

MACROS | RPG Chronicles | Slides

Once you lift the circular metal cover, you see a ladder descending into the sewers. It becomes evident that without a light source, no one without a light source will be able to see anything down here.

After making a few adjustments, namely sending Dacknar up to the front and maybe have Kaine in the dim light of the torch / lantern light, you make your way through the sewer tunnel.

A putrid stream flows along the tunnel, which leads two directions. In one direction, you see a tiny symbol drawn on the wall in yellow chalk: a palm-sized circle with ten equidistant spokes radiating out from its edge...

After about an hour of following the signs in the tunnels, you come to a three-way intersection where a ladder leads up into a stone shaft capped by a circular metal cover. One of the familiar chalk symbols is marked on a wall nearby, and floating near the symbol is a spherical, grapefruit-sized creature with a bulging central eye and four stumpy eyestalks.

I will take Rakdon's Stealth check from earlier. Dacknar, can you make a check?


M High Elf Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

Stealth: 1d20 + 1 ⇒ (10) + 1 = 11

"ouch" as Dacknar bumps his head.

Grand Lodge

MACROS | RPG Chronicles | Slides

The little floater seems to be looking out at the light off 40 or 50 feet back, but when Dacknar slips on some slick stone, it narrows its gaze at the half-orc and bares its teeth at him.

Initiative. I do not have time right now. If you post before I get back tomorrow, roll initiative and I will roll for whoever hasn't rolled yet...


M High Elf Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

Initiative: 1d20 + 1 ⇒ (19) + 1 = 20

Now I get a high roll


| HP: 26/26 | AC 14 | Init: +3 | Saves: Str +1, Dex +3, Con +2, Int +0, Wis +1, Cha +5 | PP 11 PI 11 | Spell Slots 2/2 |Concentration: - | HD 3/3

Initiative: 1d20 + 3 ⇒ (13) + 3 = 16


Initiative: 1d20 + 2 ⇒ (9) + 2 = 11


Female Half-Elf Bard 3 - HP: 18/18 | AC:13 | Init: +2 | Per: 13 | PB: +2

Inititative: 1d20 + 2 ⇒ (14) + 2 = 16

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

init: 3 + 1d20 ⇒ 3 + (14) = 17

Grand Lodge

MACROS | RPG Chronicles | Slides

Gramm: 1d20 + 3 ⇒ (6) + 3 = 9
Kaine: 1d20 + 3 ⇒ (9) + 3 = 12
Gazer: 1d20 + 3 ⇒ (12) + 3 = 15

Initiative Order: Round 1
Dack -> Rakdon -> Annett / Took -> Gazer -> Kaine -> Unmei -> Gramm

Dack, Rakdon, Annett, and Took can go!

Post your actions and I will arrange them as appropriate!


M High Elf Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

Dacknar steps forward and starts swinging with his axes.

Hand ax attack #1: 1d20 + 5 ⇒ (9) + 5 = 14
Damage slash: 1d6 + 3 ⇒ (3) + 3 = 6

Hand ax attack #2: 1d20 + 5 ⇒ (12) + 5 = 17
Damage slash: 1d6 ⇒ 3

"Bare yer teeth t' me will ye"

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

Rakdon walks around the other side and fires an arrow at the creature hit: 5 + 1d20 ⇒ 5 + (3) = 8 dmg: 1d8 + 3 ⇒ (6) + 3 = 9

Grand Lodge

MACROS | RPG Chronicles | Slides

Adv. for Rakdon: 1d20 + 5 ⇒ (9) + 5 = 14 The gazer did not spot you with your great Stealth roll. Just enough for a hit!

Dacknar rushes forward and swipes twice at the little creature, leaving it floating unsteady!

Taking advantage of that opening, Rakdon draws a bead and puts an arrow through the little beast!

It drops to the ground with a plop, killed before it could get out a warning!

Combat over for now...

Map is up. Fall map. Keeping marching order, what would you like to do?


"What happened?" asks Unmei, peeking over Dacknar's shoulder.

Grand Lodge

MACROS | RPG Chronicles | Slides

With the door ahead, it becomes evident that this place is maintained and probably inhabited. How loud are you guys talking? Are you making an effort to stay quiet?


M High Elf Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

Poking the beholder thing with his foot.
"Some type o' guardian, I reckon 'tis from th' beholder family from wha' th' tales I 'ave heard. Nah a mighty good guard or we jus' got lucky. We best be on our toes from here on out." Whispers Dacknar.

Dacknar tries to be extra careful in not making noise as he moves down the tunnel.


Unmei is noisy as a mouse.

Grand Lodge

MACROS | RPG Chronicles | Slides

Up the ladder to the street or check that door?


Female Half-Elf Bard 3 - HP: 18/18 | AC:13 | Init: +2 | Per: 13 | PB: +2

Stealth: 1d20 + 4 ⇒ (15) + 4 = 19

Moving carefully and quietly, Annett slips up to the door and listens for voices or other sounds of potential foes on the other side and also looks for any other trap or alarm.

Perception: 1d20 + 4 ⇒ (16) + 4 = 20

Grand Lodge

MACROS | RPG Chronicles | Slides

As Annett moves toward the door, something catches her eye across the way on the other side of the sewer stream... A secret door!

EDIT: Map updated!


M High Elf Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

Dacknar quietly moves to the secret door. And listens for any sounds.

Stealth: 1d20 + 1 ⇒ (20) + 1 = 21
Perception: 1d20 + 3 ⇒ (9) + 3 = 12

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

Same here stealth: 5 + 1d20 ⇒ 5 + (8) = 13 perception: 1d20 + 3 ⇒ (7) + 3 = 10 at the door. I'm still seeing the same combat map, with a three point intersection and a circle


HP: 94 (94) | AC: 30; T: 16; FF: 26 | Init +3 | Fort: +8; Ref: +13; Will: +12 (+2 with Heroism) | Perception: +22 (+2 with Heroism; Darkvision 60') | SR Check: +12 Spells/Day: 7 (7) / 4 (7) / 6 (6) / 3 (4) / 2 (2) | Bardic Performance Rounds: 33 (33) |
Current Spell Effects:
Heroism, Heroe's Feast (+2 to save vs. poison and fear)

Kaine also continues to stealth.

Stealth: 1d20 + 7 ⇒ (12) + 7 = 19


Unmei, seeing as everybody is packing on that door, smiles and remains slightly behind, hugging the nearby shadows...

Stealth: 1d20 + 4 ⇒ (3) + 4 = 7

But slips and spreads on the mucky floor, her shining Lathander tabard soaked brown.

Grand Lodge

MACROS | RPG Chronicles | Slides

@Rackdon, are you checking it on your phone? If so, try clearing your RAM and reload. I have the same thing when I check on my tablet.

Both doors are quiet, with no activity on the other side that you can tell...


Female Half-Elf Bard 3 - HP: 18/18 | AC:13 | Init: +2 | Per: 13 | PB: +2

After pointing out the hidden door, Annett continues to listen for signs of activity. Hearing only the noise of her companions and the constant dripping of the sewers, she steps back to wait for those in the lead to select which door to open.


HP: 94 (94) | AC: 30; T: 16; FF: 26 | Init +3 | Fort: +8; Ref: +13; Will: +12 (+2 with Heroism) | Perception: +22 (+2 with Heroism; Darkvision 60') | SR Check: +12 Spells/Day: 7 (7) / 4 (7) / 6 (6) / 3 (4) / 2 (2) | Bardic Performance Rounds: 33 (33) |
Current Spell Effects:
Heroism, Heroe's Feast (+2 to save vs. poison and fear)

Kaine will point at the hidden door and mime opening it.


| HP: 26/26 | AC 14 | Init: +3 | Saves: Str +1, Dex +3, Con +2, Int +0, Wis +1, Cha +5 | PP 11 PI 11 | Spell Slots 2/2 |Concentration: - | HD 3/3

Took lets the others do the dangerous work, and loads his crossbow.


As the group moves to the hidden door, Unmei decides to keep the mud on her, as it might protect the tabard from blood stains, and draws her daggers.

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

Rakdon readies an arrow to shoot whatever creature might be on the other side of that door hit: 5 + 1d20 ⇒ 5 + (19) = 24 dmg: 1d8 + 3 ⇒ (7) + 3 = 10

Grand Lodge

MACROS | RPG Chronicles | Slides

Dack opening it?


M High Elf Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

The map shows everyone by the other door. So I will hold for now


HP: 94 (94) | AC: 30; T: 16; FF: 26 | Init +3 | Fort: +8; Ref: +13; Will: +12 (+2 with Heroism) | Perception: +22 (+2 with Heroism; Darkvision 60') | SR Check: +12 Spells/Day: 7 (7) / 4 (7) / 6 (6) / 3 (4) / 2 (2) | Bardic Performance Rounds: 33 (33) |
Current Spell Effects:
Heroism, Heroe's Feast (+2 to save vs. poison and fear)

Before anyone goes to open it, Kaine will hold up a hand and then check the door for traps.

Investigation: 1d20 + 3 ⇒ (11) + 3 = 14

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